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    posted a message on [Release] The Sorcerer's Defense
    Quote from RileyStarcraft: Go

    @Colawaffle: Go

    I've been out of town for the last week, just got home, so I'll be working on it over the next few days.

    Awesome.

    Posted in: Project Workplace
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    posted a message on SC2 Dialog Designer (Map) [Beta 3.5]

    I think this deserves more attention that it gets.

    Posted in: Project Workplace
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    posted a message on Weekly Terraining Exercise #12: Under da Sea
    Quote from Untitledtm: Go

    My first attempt at any WTE. Mostly i have been trying to make melee mapsbut have not completed one yet. I also have some more sets i did that i will post later

    Tried to go shallow waters.

    This looks really nice. Any chance that you can upload the map as well?

    Posted in: Terrain
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    posted a message on [Release] The Sorcerer's Defense

    Hey Riley, any updates on this map?

    Posted in: Project Workplace
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    posted a message on Left 2 Die will be deleted @ 11:00AM on Friday

    So you intentionally cockblock one of the few good things that came out of this year's Blizzcon. And then you send them an email that makes mapmakers look like 12 years old asshats. AND THEN you brag about it on forum like there is no shame. Who the fuck are you? Rodrigo's cousin or something?

    Posted in: General Chat
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    posted a message on [Release] Storm's Keep

    You should keep working on Hex'd !

    Posted in: Project Workplace
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    posted a message on Blizzcon 2010 Discussion

    And yet most questions are regarding the Battle.Net. May be they should had put at least one Bnet guy there.

    Oh, Riley, what do you think about the contest overall? They didn't even announce the winners :(.

    Posted in: General Chat
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    posted a message on Blizzcon 2010 Discussion

    Well, I have just finished watching the whole panel on youtube.

    Many of my points are actually mentioned, at least, in the Q&A session. And my conclusion is the same, they are very unprepared. When many of the questions are asked, for example, the popularity system and how it is calculated. The impression they gave me is that it is the first time they have ever heard of it, which is ridiculous as it has been a major concern of not only mapmakers and anyone who plays custom games. And the funny thing is that they keep stressing the importance of feedbacks, and yet, most feedbacks, if not all, seem to be ignored.

    This may read like a QQ post, but it is not. A convention takes a huge amount of effort to do, and these guys have just churned out one of the biggest RTS and two more to go. So it is understandable the outcome is such, but this is simply below the usual Blizzard standard. And foremost, I think we need a better communication channel between the community (mapmakers) and the devs.

    Posted in: General Chat
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    posted a message on Blizzcon 2010 Discussion

    @progammer: Go

    Who is the third winner? Mapster announced Photon Cannon and Rocket Arena to be two of the three.

    The showing of the rainbow archon is really an odd choice. Hell, the spell contest here has more impressive stuffs and that was during beta. Seriously, teaching us how to tint models? /facedesk

    Like I said, the whole thing seems to be put together at the last minute. Maybe Blizzard is too busy crunching on Cataclysm?

    Posted in: General Chat
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    posted a message on Blizzcon 2010 Discussion

    I am really underwhelmed by this year's Blizzcon as well.

    - Concerns of the Custom Game list, popularity-based ranking or even Battle.net in general? Not even mentioned once.

    - Mention of the custom map contest? Absolutely zero, are the submissions so embarrassing that they would rather pretend it never happened?

    - Cross-region publishing? Nope.

    - Some stats on the number of custom games made, played, etc? Nothing.

    - General state of the scene? Blizzard's thought on it? Future direction? We have no idea.

    Overall, every other panel also sucks except for the Diablo 3 one. Everyone looks really tired and doesn't want to be there.

    Posted in: General Chat
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    posted a message on Command Card Problem

    Thank you very much :). This is very helpful.

    Posted in: Data
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    posted a message on Command Card Problem

    I made a structure that spawns unit and its command card setting is such,

    Command Card #1

    Type A Monsters - Jump to Command Card #2

    Type B Monsters - Jump to Command Card #3

    Command Card #2

    Type A Monster #1 - Spawn

    Type A Monster #2 - Spawn

    Command Card #3

    Type B Monster #1 - Spawn

    Type B Monster #2 - Spawn

    It works fine, except there is a slight problem. Every time I spawn a monster, it jumps back to Command Card #1. Is there a way to fix it so that it stays at Command Card #2 after a Type A monster is spawned?

    Posted in: Data
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    posted a message on [Release] The Sorcerer's Defense

    @RileyStarcraft: Go

    Did you use specific lighting for any individual unit?

    Posted in: Project Workplace
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    posted a message on Blizzard Custom Map Contest Winner?

    If that guy really won, then I am a really really sad panda.

    Posted in: General Chat
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    posted a message on [Release] The Sorcerer's Defense

    Hey Riley,

    Quote from RileyStarcraft: Go

    May have made a breakthrough on the crashing issue. I haven't been able to duplicate it on my computer so a friend loaned me his and I think I've narrowed it down to a particular doodad. Need to do more testing to be sure but removing it went from crashing after 5 minutes to over an hour of stability.

    Since the crashing is so idiosyncratic though it's hard to be sure if it's related or just luck.

    edit: Was able to make the map crash with no doodads. Now running with no doodads and no triggers.

    Try running the map with the default tileset lighting. I saw texture corruption on some units today and can't think of any other reasons why it happened.

    Another feedback.

    Instead of using water tiles as the base, switch to fog. The water doesn't have enough visual impact that warrants such a performance hit, especially on low-end computers. On the other hand, fog has similar visual effect and goes much easier on the machine.

    Posted in: Project Workplace
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